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UNITY GAME & EDITOR TOOLKIT

The Fire Ballers.

A tower starts with a circle.
What you make of it is up to you.

At a glance

What this work solves.

Procedural content, creator tools, rapid prototyping, and gameplay systems.

Problem
Let a game team create varied, playable towers quickly without hand-building every mesh and obstacle layout.
My contribution
Built procedural mesh generation, custom Unity editor controls, palette tools, and gameplay systems with Theory Team.
Result
Reusable parameters turn profile curves, colors, and guard patterns into towers that can be tested immediately.
Try the interactive demo

Shape a tower with profile curves and palettes, then test it with timed shots.

TOWER WORKSHOP/ Ember
LIVE MESH / PERSPECTIVE
24LAYERS GENERATED
Building your tower…
Drag to orbit · Scroll to zoom
GENERATED GEOMETRY0 vertices0 triangles7.99 units tall0.0 ms rebuild
START WITH A SHAPE
LIVE PREVIEWChange a parameter. Every layer is rebuilt from vertices.

WHAT YOU’RE EXPLORING

A mesh, built one loop at a time.

The original generator builds radial vertex loops, bridges them into faces, and fills the caps. Each floor gets its own transformed mesh. Change the resolution to see the geometry budget move.

TowerObject.UpdateShape · TheoryMath

This experience is built on a simplified version of the algorithms used in The Fire Ballers. The browser recreates procedural layers, profile curves, palette sequencing, rotating guards and bottom-up tower clearing with Three.js. It is not the original Unity game or its complete editor: external mesh import, arbitrary obstacle arc lists, Unity asset saving, stage authoring and the full player/AI systems belong to the original project.

BUILT FOR THE PEOPLE BUILDING THE GAME

The editor is
part of the craft.

The Fire Ballers is a hyper-casual game toolkit. Its tools take a tower from a set of numbers to a playable stage, with designers in control of the details.

BEYOND THE EDITOR

The systems that make it play.

Object pooling

Reusable projectiles and effects are addressed by pool IDs, with configurable capacity and lifetime.

Player & enemy systems

Path-driven movement and jumping, shooting, obstacle prediction, scoring, and configurable enemy decision-making.

Camera tools

Gameplay following, auto-fit and collision detection, plus a separate menu camera with acceleration and resistance.

Presentation & management

Tower counters, animated UI, randomized audio variations, mobile vibration, scene managers and shared project settings.

Inside the original project

Unity 2022.3C#UnityEditorEditorWindowCustomEditorScriptableWizardReorderableListScriptableObjectAnimationCurveUnity Mesh APIVertex / normal / UV generationMatrix2x2Mesh raycastingObject poolingAnimatorTextMesh ProPost ProcessingCustom blur shader

Browser experience: React · TypeScript · Three.js · procedural BufferGeometry · OrbitControls · mesh raycasting · pooled projectiles. Developer mode reports the live renderer and switches its surfaces to wireframe.

Have a similarly specialized problem?

Let’s make the difficult part visible and usable.

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